This is my first prototype of Mindful Memorial Services’ card design and art style. I am not sure if I want to keep with the cartoony art style in future editions, but I definitely will be changing it. I’m open to any suggestions!




design courses, syllabi, schedules, resources and policies
Game Maker’s Play Test Notes – Mindful Memorial Services
Other playtest notes
Sara’s Game Playtest – Don’t judge a book by its cover
Game ideas
First, I want to say this is a clever and thought-out game. Amber is always very thorough with game rules and mechanics, and tying her abilities into something she is passionate about, like sustainability.
1.) What was most the frustrating moment or aspect?
I kept trying to guess what the deceased and the family wanted incorrectly in terms of burial type and I lost all my hearts mid-game. I did still end up winning the game somehow, but feeling like you have no chance to win is always not a great feeling.
2.) What was your favorite moment or aspect?
I loved the similarities in the game tiles being like Takenoko with the hexagonal tiles, and my favorite aspect was having to try and match with how the deceased and family wanted to be buried. Having a luck factor, along with trying to determine needs based on the few words stated on the cards was very enjoyable.
3.) Was there anything you wanted to do but couldn’t?
In terms of gameplay, I wouldn’t say there was anything in particular, but for organization, I wish there was a way to place the deceased cards into the tiles without having to put them in big piles as only a certain amount can fit in each plot.
4.) If you had a magic wand to wave, and could change, add, or remove anything from the experience, what would it be?
After the gameplay, we discussed that it would be interesting to have another card pile that included ways people have died, that way it changed the desires of the deceased a bit, like if they passed in a fire, they likely wouldn’t want to be cremated.
5.) What should be improved for the next version?
I’ve always been a big fan of Amber’s art so I’m excited to see what style she decides to take the game. And as I said above, adding new cards like we discussed would be cool!
6.) What is the games message?
“Green Disposition”
7.) Describe the game in three words
Sustainability, Macabre, Desires
Thank you Amber for letting me playtest your game! I’m excited to see where it goes!
Ambers game
In a world where people are often easily stereotyped based solely on looks rather than the content of their character, Don’t Judge a Book by its Cover is a game that challenges this issue in today’s society. With digitally illustrated character polaroids and small cards that contain a short statement about a person’s life experience or story – players are tasked with stereotyping, assuming, and making generalized judgments on various real people to attempt to match a statement with the person who said it.
The goal of the game is to match all character polaroids, to their personal statement cards.
However, there is no true winner to this game, whether played with a single person, or a group of people – making judgments on others based solely on appearance is wrong, and this game is meant to spread awareness and provide players with a sense of empathy, as you don’t truly know what someone is going through.
Here are some photographs of my artistic approach, including drawings, final cards, and my process of gaining photos of people and their statements/stories:
RULES:
This is the game statement, and rules given to players along with a stack of fifteen character polaroids, and 15 statement cards.
Probably the most basic rules I have come up with in a game.
DESIGN AND ILLUSTRATIONS:
Using the image provided by the person I asked, I opened the image in Procreate and created two ‘copies’. Creating a basing sketch of their head shape, I then drew only the necessary loose details that were needed to make the sketch fit the person it was representing.
I chose to draw each person as I wanted to create a sense of consistency in the game, similar to the quick details we might get from a person when we pass them in a hall. Below is a quick time-lapse of my portrait for the game!
Next, let’s talk about the final character polaroid art that I printed out on cardstock:
For the final card design, I wanted the cards to feel old like you had found them in a box hidden away. I wanted the monotone colors of the drawings to embrace the feeling as well, so by choosing Polaroids it gives the feeling of “who are these people? And where are they now?” I also chose the have the drawings be almost cut out on top of the Polaroids to give it a unique flair.
The only details written on the cards are the names/nicknames of the people, as well as their age, and pronouns. I decided that these would be the only details you would receive as it is often the bit of information you can get from conversations about other people, and through basic ice breakers.
STATEMENT CARDS:
Still following the “aged” mood I was going for, these cards are printed on cardstock with a yellowed background with a typewriter font to add more mystery. The font I used was LTR NCND Variable which can be found on Adobe Fonts.
Now let’s go through my process of how I got permission to use people’s photos and statements:
I decided from the start that I wanted about 30 people, first asking my friends, then family, and then reaching out through social media. It was an extremely time-consuming process, as people were quite picky about which photo to use, and they wanted their sentences to be “cool” or “meaningful.” So much so, that I ended up having my last entry turned into me around 11 pm the night before the project was due.
The other factor that was quite tedious was drawing everyone. For those I was closest with, I wasn’t as worried about making it perfect, but for some, I devoted over an hour or so to the basic sketch. As you saw from my sketch time-lapse, I made the basic form and practically traced the details, this process didn’t always work as some images were further away than others, and drawing open smiling mouths can be tricky! By the end of the design process, I ended up only really getting 15 people to agree to the project, and to give me all the materials I needed following this prompt I shared: I need one nice photo of you, your name/nickname, age, and pronouns and then a single sentence/statement about something that has happened in your life, it can be happy, sad, weird, or a mix. I also clarified that other people will be reading these statements and that their real pictures will not be shown (I asked River and Amber permission to use the pictures they gave me, as shown above.)
Following this, let’s talk about the first playtest!
1.) What Questions did your players have?
I had about five or so people play my game, and they approached it pretty excited, commenting on the art and unique concept. Early on players wanted to know who each person was, but I of course didn’t reveal this until all cards were matched respectively. A few players recognized some of the people who I drew, which didn’t add much to figuring out who said what statement, given most of the statements were pretty unique and broad. Also, two of my playtesters were in the game! They didn’t snitch on themselves either, thank you, Beck and Amber!
2.) How quickly did they learn to play?
Extremely quickly, and there was some unintended teamwork at play with a fairly large group. Following the basic principles of matching, agreeing on the match, and the I would check all of the cards, and set aside the correct matches.
3.) What confused players?
Players did seem to get a little annoyed after mismatching the same cards over and over, so mentally being able to keep track of who you matched with what card is key.
4.) What made players excited?
Players enjoyed finding out who did what, and the stories behind the people in the game. It was also fun to see the two players that were included in the game and see the reactions of other players to their statements.
5.) What did your players enjoy doing?
When they started to get the characters matched to the statement you could tell it was relieving and fun for players. They also enjoyed looking at the art and reading the statements since quite a few were fun and unique.
6.) Did any aspect of the game frustrate players?
Yes, it took about 4-5 times matching and changing which card belonged to which character, I could tell players were getting a bit frustrated with starting over each round.
REVISIONS FOR VERSION 2:
Based on the feedback I received, I think version two will give players a bit more information on the character polaroids, such as “occupation,” “relationship status,” and “hobby” though this takes away a little bit from the concept of knowing nothing about the people shown, it still provides the same depth of empathy and “you truly don’t know what someone is going through” still stands. Doing this also may reduce the number of rounds players must do to completely match all the cards. Furthermore, as I suspected, players also wanted to be in the game. So I am considering taking it from fifteen to about twenty or twenty-five character polaroids and statement cards. Though this will add more to match, many of the people I will be adding in are different ages than those initially in version one. (Version one was ages 20,40, and 80, version two will be 5, 20, 70, and 100). This variety can make it easier to match cards as well.
I hope everyone enjoyed playing my game as much as I enjoyed creating it. Thank you to those who were involved in the design process and gave me feedback before first playtesting!
What questions did your players have? Players asked if there were any ways to interact with other players beyond collecting products, such as trading or sabotaging each other’s progress. Some also wondered what happens if the Product Deck runs out and how the game progresses without available items to purchase.
How quickly did they learn to play? Players picked up the rules quickly. The basic mechanics of rolling dice, collecting products, and spending money were easy to understand. However, the more strategic elements like when to save money or plan purchases took a little more time.
What kinds of interactions did the players have? Players interacted primarily through competition for products, with some mild discussion around which items to buy. However, there weren’t many deep interactions, as the game lacked elements like trading, blocking, or disrupting other players. It felt more like everyone was working independently in their own “house.”
What confused players? Players were a bit confused about the bankruptcy rule, especially if they couldn’t afford products for multiple turns. Some also didn’t fully understand what to do once the store ran out of products, leading to a sense of being stuck.
What made players excited? Players got excited when landing on “Pick up a Product” spaces, revealing what product they’d collect, and when they purchased high-value items that helped boost their house value. Rolling doubles and getting extra turns also added a fun burst of excitement.
What did your players enjoy doing? Players enjoyed collecting products from the board, strategizing when to spend their money on higher-value items, and watching their house grow in value. The anticipation of each dice roll and product draw kept the game engaging.
Did any aspect of the game frustrate players? Yes, players felt frustrated when they were unable to make any purchases due to lack of money or when the store was out of products. The bankruptcy rule was a bit too punishing for some, as it left them waiting without much to do. The feeling of falling behind due to poor dice rolls or lack of money was also frustrating at times.
Player 1:
What was the most frustrating moment or aspect of what you just played? The most frustrating moment would likely be hitting a point where I couldn’t afford any more products, and I had to wait to collect more money.
What was your favorite moment or aspect of what you just played? I really enjoyed the excitement of landing on “Pick up a Product” spaces and seeing what I’d draw. Plus, the strategy of deciding when to spend money and when to save for more valuable items kept the game dynamic.
Was there anything you wanted to do that you couldn’t? I wish there were more options to interact with other players, like trading products or maybe using special abilities to disrupt others. It felt a little like everyone was just working in their own bubble, and adding a bit more competition could make it more fun.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d add some kind of bonus or event cards that players could draw. Maybe they could get a discount on products, or cause another player to lose money. It would add a bit of unpredictability and excitement.
What should be improved with the next version? The game could use more variety in products and maybe even product effects. Adding more ways to earn or trade money would give players more options.
What was the game’s message? The game’s message seems to be about smart decision-making and balancing risk with reward. You have to plan ahead and manage your resources wisely to build the best “house.”
Describe the game in 3 words: Fun, strategic, competitive.
Player 2:
What was the most frustrating moment or aspect of what you just played? Getting stuck without enough money to buy any products while others were progressing quickly. It felt like I was falling behind with no way to catch up.
What was your favorite moment or aspect of what you just played? The thrill of landing on a “card” space and getting rewarded with money. It was exciting to see which products I’d collect.
Was there anything you wanted to do that you couldn’t? I wanted to trade products with other players. Adding that feature would allow for more interaction and new strategic possibilities.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d add random events or challenges during the game, such as market crashes or product recalls, which would force players to adapt their strategies.
What should be improved with the next version? The game could benefit from additional store products with varying effects, like limited-time offers or bonus items that give players advantages beyond just monetary value.
What was the game’s message? The game’s message is about smart investment and long-term planning. Making the right moves early on can set you up for success as you progress.
Describe the game in 3 words: Strategic, competitive, rewarding.
Player 3:
What was the most frustrating moment or aspect of what you just played? The unpredictability of the dice rolls. Sometimes I landed on a space that wasn’t beneficial, which slowed down my strategy and made me feel out of control.
What was your favorite moment or aspect of what you just played? The moment when I managed to purchase a high-value product and felt like I was finally gaining an edge over the competition. It gave me a sense of achievement.
Was there anything you wanted to do that you couldn’t? I wished I could do something to disrupt other players’ progress, like blocking them from buying certain products or stealing money from them.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d change the bankruptcy rule to let players earn a small amount of money each turn if they’re unable to make a purchase. This way, no one would be completely out of the game for too long.
What should be improved with the next version? I think the game needs more variety in how players interact, whether it’s through trading, sabotaging others, or forming alliances. Right now, it feels too isolated.
What was the game’s message? It’s about making the best of your situation with limited resources. You can’t always rely on luck, so you have to adapt your strategy to what’s available.
Describe the game in 3 words: Fun, unpredictable, engaging.
Player 4:
What was the most frustrating moment or aspect of what you just played? When the store ran out of products and the game kept going. It was a bit annoying when there were no more items left to buy, yet the game continued on without much purpose.
What was your favorite moment or aspect of what you just played? Rolling doubles and getting an extra turn! It felt like a bonus, and I could make more progress without anyone else getting a chance to act.
Was there anything you wanted to do that you couldn’t? I wanted a way to take loans or get some temporary boost when I was stuck in a financial rut. A mechanic like that could help prevent being left behind.
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I’d add a feature where players could upgrade their products or make “bundles” that increase their value, making the house-building aspect more dynamic and fun.
What should be improved with the next version? I’d love to see more engaging player choices outside of just purchasing products, like making strategic decisions related to the product boxes or adding new ways to generate money.
What was the game’s message? The game stresses the importance of both luck and strategy. The mix of random dice rolls with thoughtful purchases creates a balance between chance and planning.
Describe the game in 3 words: Simple, dynamic, exciting.
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Each player starts off with one settlement or tribe, as well as 4 Action cards according to their side
For Natives, Claiming a land tile turns that land tile into a tribe. The 7th connected land tile makes a Nation (including the one from the beginning of the game)
For Colonizers, Claiming a land tile turns that land tile into a settlement. Once 3 total connected settlements are achieved (that is, including the one from the beginning of the game), future territories now become villages. If 2 of these connected villages are added to the settlements, the next 2 tiles claimed becomes a town, until the last 2 connected tiles gained becomes a City. In total a City is made up of 7 claimed tiles
An Avatar is earned every time 2 tiles are claimed and connected to the rest of that said developing Nation or City
Land Tiles:
Plains tile- 4
Forest tile- 8
Mountain tile- 10
River Tiles:
Water tile- Uncrossable unless an event or Action card permits it
Movement:
Colonizers:
Natives:
Claiming Territories:
Battle System:
Forms of Battle:
Form A: Attack mode;
Form B: Retaliation Mode;
Event Cards:
Event Card Examples:
Action Cards:
Colonial Action Deck:
Native Action Deck:
ALL PREVIOUS RULES ON AVATARS REFER TO THE BASE AVATARS
ONCE A PLAYER GAINS A CITY OR NATION, ONLY THEN CAN THEY BEGIN RECEIVING THE SPECIALTY AVATARS
SPECIALTY AVATARS ARE EARNED JUST LIKE BASE AVATARS, ONLY IN THE SECOND HALF OF THE GAME
Native Specialty Avatars:
Colonizer Specialty Avatars:
Sequence of a Round:
Don’t judge a book by its cover – Sarah’s Game
What was the most frustrating moment? I loved this game but it was sometimes frustrating getting things wrong over and over.
What was your favorite moment? Making connections with people I know.
Was there anything you wanted to do? See below
If you had magic wand to wave what would you do? See below
What should be improved in next version? I think the game worked well but there could be progressive amounts of background (facts) we learn about people. They still could be completely irrelevant to the quotes; it’s like you’re getting to know somebody but you still may not know what they are going through. Or it could make you connect to and empathize with them more. Just thoughts.
What’s the game’s message? You never truly know what somebody is going through
The game in 3 words: unique & good art
To death do us part – Tori’s Game
What was the most frustrating moment? Nothing!
What was your favorite moment? The attention to detail was so good I loved seeing the themed elements
Was there anything you wanted to do? Have part 2! I want to solve the crime!!
If you had magic wand to wave what would you do? Part 2
What should be improved in next version? I liked your thoughts on box design. Maybe for future iterations have simple instructions (it could be just a phrase). Maybe one of those yellow confidential file folders?? Love this though.
What’s the game’s message? You are the detective. The game in 3 words: wedding murder mystery
This Game was very thought out and well done. I loved it because it seemed like every character had some kind of motive whether it be small or large, which made it difficult to specify one person that did it.
There were so many props and fully written up interviews with several people that we had fun bringing to life with some role play.
Overall this was a very fun game. I especially liked the fact that we all won! Points for everyone!
Concrete Genie: I chose this game from the “Games for Change” website becasue I feel like it is not the topic that I myself can necessarily say that I experinced. However, it is one that I have witnessed a lot, whether it was back when I was younger or I observe it now when I am at work since I am around a lot peopke daily. This is a serious issue whether we choose to acknowledge it or not.
Last Resort Game Review
Created by the one and only Professor Ames, this is a more intense iteration of chess. This version of chess welcomes a more aggressive, yet strategic playstyle. First, there are civilians that each player should strive to save. The civilians can be taken by either side, making the experience a fight for possession. Next, there is a nuke, which is in white’s ownership. Although white has a nuke, and may seemingly be more powerful, black’s troops are a pawn with the movement of a bishop, knight or rook. This way, black will have to put in more of a strategy with an equal opportunity for winning. The nuke can be seized by either team, making the whole experience much more chaotic. I like this chaotic feel to the game, making the typical, relaxing chess mindset irrelevant. With these new play factors incorporated, it also makes me feel smart when I figure out the system. Although I will say, the game seemed easy in resulting in a tie. The game can also feel like it can go on for a while, with black and white fighting for the civilians. The playstyle can seem very back and forth. However, there is a second version of this game, and I’d be willing to see what changes were made.
5 Serious Game Ideas:
Week 4 Questions